orca/samples/pong/src/main.c

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#include <math.h>
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#include <orca.h>
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#define NUM_BLOCKS_PER_ROW 7
#define NUM_BLOCKS 42 // 7 * 6
#define NUM_BLOCKS_TO_WIN (NUM_BLOCKS - 2)
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#define BLOCKS_WIDTH 810.0f
#define BLOCK_HEIGHT 30.0f
#define BLOCKS_PADDING 15.0f
#define BLOCKS_BOTTOM 300.0f
const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDING)) / NUM_BLOCKS_PER_ROW;
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#define PADDLE_MAX_LAUNCH_ANGLE 0.7f
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const oc_color paddleColor = { 1, 0, 0, 1 };
oc_rect paddle = { 300, 50, 200, 24 };
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const oc_color ballColor = { 1, 1, 0, 1 };
oc_rect ball = { 200, 200, 20, 20 };
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oc_vec2 velocity = { 5, 5 };
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// This is upside down from how it will actually be drawn.
int blockHealth[NUM_BLOCKS] = {
0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2,
3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3
};
int score = 0;
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oc_vec2 frameSize = { 100, 100 };
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bool leftDown = false;
bool rightDown = false;
oc_surface surface;
oc_canvas canvas;
oc_image waterImage;
oc_image ballImage;
oc_image paddleImage;
oc_font pongFont;
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f32 lerp(f32 a, f32 b, f32 t);
oc_rect blockRect(int i);
int checkCollision(oc_rect block);
oc_mat2x3 flipY(oc_rect r);
oc_mat2x3 flipYAt(oc_vec2 pos);
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oc_str8 loadFile(oc_arena* arena, oc_str8 filename)
{
oc_file file = oc_file_open(filename, OC_FILE_ACCESS_READ, 0);
if(oc_file_last_error(file) != OC_IO_OK)
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{
oc_log_error("Couldn't open file %s\n", oc_str8_to_cstring(oc_scratch(), filename));
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}
u64 size = oc_file_size(file);
char* buffer = oc_arena_push(arena, size);
oc_file_read(file, size, buffer);
oc_file_close(file);
return oc_str8_from_buffer(size, buffer);
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}
ORCA_EXPORT void oc_on_init(void)
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{
surface = oc_surface_canvas();
canvas = oc_canvas_create();
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waterImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/underwater.jpg")), false);
ballImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/ball.png")), false);
paddleImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/wall.png")), false);
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if(oc_image_is_nil(waterImage))
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{
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oc_log_error("couldn't load water image\n");
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}
if(oc_image_is_nil(ballImage))
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{
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oc_log_error("couldn't load ball image\n");
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}
if(oc_image_is_nil(paddleImage))
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{
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oc_log_error("couldn't load paddle image\n");
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}
oc_str8 fontStr = loadFile(oc_scratch(), OC_STR8("/Literata-SemiBoldItalic.ttf"));
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oc_unicode_range ranges[5] = { OC_UNICODE_BASIC_LATIN,
OC_UNICODE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
OC_UNICODE_LATIN_EXTENDED_A,
OC_UNICODE_LATIN_EXTENDED_B,
OC_UNICODE_SPECIALS };
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// NOTE(ben): Weird that images are "create from data" but fonts are "create from memory"
// TODO: Decide whether we're using strings or explicit pointer + length
pongFont = oc_font_create_from_memory(fontStr, 5, ranges);
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oc_arena_clear(oc_scratch());
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}
ORCA_EXPORT void oc_on_terminate(void)
{
if(score == NUM_BLOCKS_TO_WIN)
{
oc_log_info("you win!\n");
}
else
{
oc_log_info("goodbye world!\n");
}
}
ORCA_EXPORT void oc_on_resize(u32 width, u32 height)
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{
oc_log_info("frame resize %u, %u", width, height);
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frameSize.x = width;
frameSize.y = height;
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}
ORCA_EXPORT void oc_on_mouse_down(int button)
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{
oc_log_info("mouse down!");
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}
ORCA_EXPORT void oc_on_key_down(int key)
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{
if(key == OC_KEY_SPACE)
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{
oc_log_error("(this is just for testing errors)");
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return;
}
if(key == OC_KEY_ENTER)
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{
oc_log_warning("(this is just for testing warning)");
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return;
}
oc_log_info("key down: %i", key);
if(key == OC_KEY_LEFT)
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{
leftDown = true;
}
if(key == OC_KEY_RIGHT)
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{
rightDown = true;
}
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}
ORCA_EXPORT void oc_on_key_up(int key)
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{
if(key == OC_KEY_ENTER || key == OC_KEY_SPACE)
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{
return;
}
oc_log_info("key up: %i", key);
if(key == OC_KEY_LEFT)
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{
leftDown = false;
}
if(key == OC_KEY_RIGHT)
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{
rightDown = false;
}
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}
ORCA_EXPORT void oc_on_frame_refresh(void)
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{
f32 aspect = frameSize.x / frameSize.y;
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if(leftDown)
{
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paddle.x -= 10;
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}
else if(rightDown)
{
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paddle.x += 10;
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}
paddle.x = oc_clamp(paddle.x, 0, frameSize.x - paddle.w);
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ball.x += velocity.x;
ball.y += velocity.y;
ball.x = oc_clamp(ball.x, 0, frameSize.x - ball.w);
ball.y = oc_clamp(ball.y, 0, frameSize.y - ball.h);
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if(ball.x + ball.w >= frameSize.x)
{
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velocity.x = -velocity.x;
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}
if(ball.x <= 0)
{
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velocity.x = -velocity.x;
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}
if(ball.y + ball.h >= frameSize.y)
{
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velocity.y = -velocity.y;
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}
if(
ball.y <= paddle.y + paddle.h && ball.x + ball.w >= paddle.x && ball.x <= paddle.x + paddle.w && velocity.y < 0)
{
f32 t = ((ball.x + ball.w / 2) - paddle.x) / paddle.w;
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f32 launchAngle = lerp(-PADDLE_MAX_LAUNCH_ANGLE, PADDLE_MAX_LAUNCH_ANGLE, t);
f32 speed = sqrtf(velocity.x * velocity.x + velocity.y * velocity.y);
velocity = (oc_vec2){
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sinf(launchAngle) * speed,
cosf(launchAngle) * speed,
};
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ball.y = paddle.y + paddle.h;
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oc_log_info("PONG!");
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}
if(ball.y <= 0)
{
ball.x = frameSize.x / 2. - ball.w;
ball.y = frameSize.y / 2. - ball.h;
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}
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for(int i = 0; i < NUM_BLOCKS; i++)
{
if(blockHealth[i] <= 0)
{
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continue;
}
oc_rect r = blockRect(i);
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int result = checkCollision(r);
if(result)
{
oc_log_info("Collision! direction=%d", result);
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blockHealth[i] -= 1;
if(blockHealth[i] == 0)
{
++score;
}
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f32 vx = velocity.x;
f32 vy = velocity.y;
switch(result)
{
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case 1:
case 5:
velocity.y = -vy;
break;
case 3:
case 7:
velocity.x = -vx;
break;
case 2:
case 6:
velocity.x = -vy;
velocity.y = -vx;
break;
case 4:
case 8:
velocity.x = vy;
velocity.y = vx;
break;
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}
}
}
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if(score == NUM_BLOCKS_TO_WIN)
{
oc_request_quit();
}
oc_canvas_set_current(canvas);
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oc_set_color_rgba(10.0f / 255.0f, 31.0f / 255.0f, 72.0f / 255.0f, 1);
oc_clear();
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oc_image_draw(waterImage, (oc_rect){ 0, 0, frameSize.x, frameSize.y });
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oc_mat2x3 yUp = {
1, 0, 0,
0, -1, frameSize.y
};
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oc_matrix_push(yUp);
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{
for(int i = 0; i < NUM_BLOCKS; i++)
{
if(blockHealth[i] <= 0)
{
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continue;
}
oc_rect r = blockRect(i);
oc_set_color_rgba(0, 0, 0, 0.2);
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oc_rounded_rectangle_fill(r.x, r.y - 2, r.w, r.h, 4);
oc_set_color_rgba(0.9, 0.9, 0.9, 1);
oc_rounded_rectangle_fill(r.x, r.y, r.w, r.h, 4);
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int fontSize = 18;
oc_str8 text = oc_str8_pushf(oc_scratch(),
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"%d", blockHealth[i]);
oc_rect textRect = oc_text_bounding_box(pongFont, fontSize, text);
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oc_vec2 textPos = {
r.x + r.w / 2 - textRect.w / 2,
r.y + 9, // TODO: oc_text_bounding_box is returning extremely wack results for height.
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};
oc_set_color_rgba(0, 0, 0, 1);
oc_set_font(pongFont);
oc_set_font_size(18);
oc_move_to(textPos.x, textPos.y);
oc_matrix_push(flipYAt(textPos));
{
oc_text_outlines(text);
oc_fill();
}
oc_matrix_pop();
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}
oc_set_color_rgba(0.9, 0.9, 0.9, 1);
oc_rounded_rectangle_fill(paddle.x, paddle.y, paddle.w, paddle.h, 4);
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oc_matrix_push(flipY(ball));
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{
oc_image_draw(ballImage, ball);
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}
oc_matrix_pop();
// draw score text
{
oc_move_to(10, 10);
oc_str8 text = oc_str8_pushf(oc_scratch(), "Destroy all %d blocks to win! Current score: %d", NUM_BLOCKS_TO_WIN, score);
oc_rect textRect = oc_text_bounding_box(pongFont, 20, text);
oc_vec2 textPos = { 10, 10 };
oc_matrix_push(flipYAt(textPos));
{
oc_text_outlines(text);
oc_fill();
}
oc_matrix_pop();
}
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}
oc_matrix_pop();
oc_surface_select(surface);
oc_render(surface, canvas);
oc_surface_present(surface);
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}
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oc_rect blockRect(int i)
{
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int row = i / NUM_BLOCKS_PER_ROW;
int col = i % NUM_BLOCKS_PER_ROW;
return (oc_rect){
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BLOCKS_PADDING + (BLOCKS_PADDING + BLOCK_WIDTH) * col,
BLOCKS_BOTTOM + (BLOCKS_PADDING + BLOCK_HEIGHT) * row,
BLOCK_WIDTH,
BLOCK_HEIGHT
};
}
// Returns a cardinal direction 1-8 for the collision with the block, or zero
// if no collision. 1 is straight up and directions proceed clockwise.
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int checkCollision(oc_rect block)
{
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// Note that all the logic for this game has the origin in the bottom left.
f32 ballx2 = ball.x + ball.w;
f32 bally2 = ball.y + ball.h;
f32 blockx2 = block.x + block.w;
f32 blocky2 = block.y + block.h;
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if(ballx2 < block.x || blockx2 < ball.x || bally2 < block.y || blocky2 < ball.y)
{
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// Ball is fully outside block
return 0;
}
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// if ((block.x <= ball.x && ballx2 <= blockx2)
// && (block.y <= ball.y && bally2 <= blocky2))
// {
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// // Ball is fully inside block; do not consider as a collision
// return 0;
// }
// If moving right, the ball can bounce off its top right corner, right
// side, or bottom right corner. Corner bounces occur if the block's bottom
// left corner is in the ball's top right quadrant, or if the block's top
// left corner is in the ball's bottom left quadrant. Otherwise, an edge
// bounce occurs if the block's left edge falls in either of the ball's
// right quadrants.
//
// This logic generalizes to other directions.
//
// We assume significant tunneling can't happen.
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oc_vec2 ballCenter = (oc_vec2){ ball.x + ball.w / 2, ball.y + ball.h / 2 };
oc_vec2 blockCenter = (oc_vec2){ block.x + block.w / 2, block.y + block.h / 2 };
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// Moving right
if(velocity.x > 0)
{
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// Ball's top right corner
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if(ballCenter.x <= block.x && block.x <= ballx2 && ballCenter.y <= block.y && block.y <= bally2)
{
return 2;
}
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// Ball's bottom right corner
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if(ballCenter.x <= block.x && block.x <= ballx2 && ball.y <= blocky2 && blocky2 <= ballCenter.y)
{
return 4;
}
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// Ball's right edge
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if(ballCenter.x <= block.x && block.x <= ballx2)
{
return 3;
}
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}
// Moving up
if(velocity.y > 0)
{
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// Ball's top left corner
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if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ballCenter.y <= block.y && block.y <= bally2)
{
return 8;
}
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// Ball's top right corner
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if(ballCenter.x <= block.x && block.x <= ballx2 && ballCenter.y <= block.y && block.y <= bally2)
{
return 2;
}
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// Ball's top edge
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if(ballCenter.y <= block.y && block.y <= bally2)
{
return 1;
}
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}
// Moving left
if(velocity.x < 0)
{
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// Ball's bottom left corner
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if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ball.y <= blocky2 && blocky2 <= ballCenter.y)
{
return 6;
}
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// Ball's top left corner
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if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ballCenter.y <= block.y && block.y <= bally2)
{
return 8;
}
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// Ball's left edge
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if(ball.x <= blockx2 && blockx2 <= ballCenter.x)
{
return 7;
}
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}
// Moving down
if(velocity.y < 0)
{
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// Ball's bottom right corner
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if(ballCenter.x <= block.x && block.x <= ballx2 && ball.y <= blocky2 && blocky2 <= ballCenter.y)
{
return 4;
}
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// Ball's bottom left corner
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if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ball.y <= blocky2 && blocky2 <= ballCenter.y)
{
return 6;
}
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// Ball's bottom edge
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if(ball.y <= blocky2 && blocky2 <= ballCenter.y)
{
return 5;
}
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}
return 0;
}
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f32 lerp(f32 a, f32 b, f32 t)
{
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return (1 - t) * a + t * b;
}
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oc_mat2x3 flipY(oc_rect r)
{
return (oc_mat2x3){
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1, 0, 0,
0, -1, 2 * r.y + r.h
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};
}
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oc_mat2x3 flipYAt(oc_vec2 pos)
{
return (oc_mat2x3){
1, 0, 0,
0, -1, 2 * pos.y
};
}